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Homeward Bones (2 week rapid prototype)
Role
Level Designer, Animator and Audio Engineer
Tools Used
Unity, Blender, Photoshop, Audacity
Link
You have just woken up from being dead and remember that you have not fed your dog in a long time! Make your way back home from the graveyard and feed Mr. Biscuits!
Homeward Bones is a game developed over two weeks for the fourth round of Rapid Prototype Production by a team of five Cohort 20 Students at FIEA, UCF.
As the Level Designer of the team, I was in charge of designing and set dressing the 3 areas we had in the game, Graveyard, City and Suburbs. As the theme for this two week assignment was "Narrative," I kept the three areas as the three part structure of a story.
The Graveyard was an set up act which was also a tutorial for the mechanics of the game. As the players are getting out of this level, they can also see a bright red house in the distance which acts as the final goal.
The City was the confrontation act where the players were make their way to their home while solving puzzles using the mechanics they learned. The puzzle areas involve making their through an alleyway and a construction zone, and to make sure players never feel lost, there is a companion that shows you the path and voice lines that hint where the solutions can be.
The Suburbs were the final, resolution, act where the players reach their home and the big climax happens in the story.
Most of the City and Graveyard assets were taken from free Unity Store asset packs, while puzzle elements were 3D modeled by me. As we did not have an animator in our team, I took over the role and animated the characters and the cutscenes in the game.